Quaternion rotation = sensor.GetRotation();
- float roll = sensor.GetRoll();
- float pitch = sensor.GetPitch();
+ Radian roll( sensor.GetRoll() );
+ Radian pitch( sensor.GetPitch() );
Quaternion expectedRotation = Quaternion( roll * Math::PI * -0.5f, Vector3::YAXIS ) *
Quaternion( pitch * Math::PI * -0.5f, Vector3::XAXIS );